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I have a little request, could you do a version without infantry? just The Lost Sons and maybe Fey Spirits?
I love The Lost Sons models and their art, but I prefer weak bretonnian infantry. I am not a big fun of foot knights and shielded halberds
No there isn't, sorry.
I think this would fit better with them doing AP-splash damage.
Thank you very much, I appreciate your kind words
Okay, I thought that was clear already. You are meant to use the definitive edition versions together, this is specifically for people that don't want to use it with that mod.
Sure, I won;t reduce it too much though, they are meant to be a very rare campaign unit so players expect them to be powerful.
Thank you very much, glad you appreciate them!
And yes, that would be why.
I always keep an eye on Gorgos's mods, I think he has done some great work and I like that he has such a passion for the lore. Those ones specifically seem rather interesting, I wonder how he did those crests (the hats) perhaps I will ask him at some point.
Also, what do you think of these units, they look really cool.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2392333163
It's intended that way. You can get another squad at the highest level of chivalry.
If you have RPFM installed you can easily up the campaign cap to suit your preferred playstyle in the main_units_tables under the Campaign Cap column, but assuming you don't have it just bare in mind they are fairly strong for a Bretonnian infantry unit which is the reason for the cap.
Oh right of course, I forgot everything has different stats in SFO. I haven't done that, no sorry.
I have other mods to make SFO compatible first aswell, double sorry.
Not sure, it should be though?
You're welcome!
I understand the feeling of wanting better unit cards, they really matter but are quite hard to get right, so I understand that most modder's fall short of something that looks good alongside CA's unit cards, which is why I'm so honoured that people really like my ones
Other modders have already made the unit, and if you just want an AP archer I have made one in my unit pack.
Thank you for all your work
You're welcome!
You are welcome!
They are both unlimited, but that is a fair point, I'll definitely be thinking about changing that.
The connection is this line here "They burst from a mystical lake, riding upon bestial water-horses" which made me believe that they would have access to water based magic, thus I gave them the tidal spell. The trident was more to help distinguish them from other knight units and I thought it fit nicely and gave me a reason to include them in the shrine to manaan for gameplay reasons (I wanted them to be more accessible since I went out of my way to make them, didn't want the only place to get them be the tower of the enchantress)
I hope that helps answer your question!
If you want another archer unit for your campaigns I'd really suggest taking a look at my overhaul mods and my stand alone unit mods.
Making them from the tavern makes total sense ^^
just think a unit a bit like the huntsman could work out well maybe they are hired from the inn chain of buildings since they are brigands and all that, and with them despite being generally a better archer unit with some basic melee capability they would probably run at the first sign of a bad fight
I'll simmer on it. I guess the only reason it appeals to me is I kind of liked the hatori bandits in shogun 2, and like them, I don't think herrimaults should be too powerful since they similar to peasant bowmen.
I also don't like archers as the play style they create as much as melee units so I'm cautious for that reason too. I've learnt my lesson from when my archers used to be a lot more OP.
The idea of them reaching out to what is effectively insurrectionists to fight a common enemy isn't absurd but its not a pact that would work before or beyond the chaos invasion honestly. If I was to make herrimaults I'd tweak them to make more sense, like I did with foot knights. 1/2